In this thread I plan to release tech demos of a yet to be named game.

I'll kick off with a small soft-lighting demo, which runs in realtime on a crappy video card. The scene has 256 dynamic lights and 16384 static lights. The geometry is infinitely thin and is (therefore) only visible due to changes in shade in the neighbouring pixels. There's roughly 16 hours of work in this puppy.

This is my first attempt at uploading anything serious to YouTube, so the video is bad, and the audio is worse. I didn't even make the audio fade in & out. Please bear with me while I look for (better) video editing tools.

After changing the algorithm to allow some shortcuts (sharper shadows in some edge cases), it'sno longer using the GPU resources exclusively.

The previous algorithm used 512 dynamic lights and 16384 static lights, the new algorithm uses 32 dynamic lights and 256 static lights, with similar results, by faking the penumbra instead of simulating it with scattered light sources.

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The resolution is 512x512 at the moment - but with the high framerate, there is no reason to keep it small. Except ofcourse the puppy-games graphics style, where a pixelated look is a bonus (I really get even more money when I reduce the resolution!)

Next thing up is a lightmap grid, where lightmap instances are pooled.

Culling of entire groups of occluders is already supported, making it a tad faster.

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Can you please explain a bit how you're doing this ? How do you fake the penumbra ? you're using a texture with a kind of gradient ? ( as described in Orangy tang's article ). Do you use shaders ? lightmaps ? For the static lights, you render them only once and store the generated lightmap ? If it's like that, it doesn't use too much memory to store them ?

Sorry for all the questions but as my game is using the same kind of lighting, I'm very interested in the subject

This is awesome are there any tips you could give for making something similar? (I actually really want this in my current project...)

Busy between school, work, life, games, programming and general screwing around.If you'd like some pixel art for your game, send me a PM, i'll see what I can do.Current project: http://elementalwarblog.wordpress.com/

I got rid of the transparancy, and I wonder why it's even there... we need nothing but greyscale (more or less intense shadow).

Because at the time I was compositing the shadows into the framebuffer alpha, and doing it all with FF pipeline. A no-alpha greyscale version makes sense if you're doing it with modern render-to-texture and shaders.

I got rid of the transparancy, and I wonder why it's even there... we need nothing but greyscale (more or less intense shadow).

Because at the time I was compositing the shadows into the framebuffer alpha, and doing it all with FF pipeline. A no-alpha greyscale version makes sense if you're doing it with modern render-to-texture and shaders.

I got rid of the transparancy, and I wonder why it's even there... we need nothing but greyscale (more or less intense shadow).

Because at the time I was compositing the shadows into the framebuffer alpha, and doing it all with FF pipeline. A no-alpha greyscale version makes sense if you're doing it with modern render-to-texture and shaders.

I thought alpha made sense for that reason too. Obviously shaders do it in some fancy way that I don't understand.

I thought alpha made sense for that reason too. Obviously shaders do it in some fancy way that I don't understand.

... You like vector component swizzling? >_> Single-channel alpha textures were removed with OpenGL 3.2 (well, deprecated) since when using shaders they're identical to a single-channel red channel texture. Instead of having fifty-eleven different single-channel textures (luminance, intensity, red, alpha, etc) they just removed all of them except red since the only difference between them was how the fixed functionality pipeline interpreted them.

Since you can just treat your texture as whatever you want (a normal map, a displacement map, a shinyness map, etc) with shaders there's no need to have texture formats with the same number of channels and the same precision. The only difference between a GL_ALPHA texture and a GL_RED texture is that in a shader, you'll have to write

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